The Golden Lions control a large part of the North-Western Kingdom and are the closest feudal faction to the capital city.

Strength: Discipline. May move in and out of squads freely.

Swordsmen Mo: 5" Sk: 1d6 Ar: 5

- Broadswords UR: 2 Da: 1d6+1- Shields UR: 2 Pa: 1d6

Crossbowmen Mo: 5" Sk: 1d6 Ar: 5

- Broadswords UR: 2 Da: 1d6+1- Shields UR: 2 Pa: 1d6

Andelmere guard

The defenders of the coastal city of Andelmere, who double as marines for the King's fleet.

Strength: Full move even with large weapons.

Halberdiers Mo: 5" Sk: 1d6 Ar: 5

- Halberds UR: 4 Da: 2d6

Northern guard

Fierce men who defend the sparsely populated and wild North.

Strength: Hardy (+1 armour).

Northerners Mo: 5" Sk: 1d6 Ar: 6

- Swords UR: 2 Da: 1d6+1- Flails UR: 2 Da: 1d6+1

Black Knights

The experienced Black Knights are infamous for their reign of terror against the now extinct barbarian hordes that used to live beyond the Kingdom's borders. They live in a secluded part of the central Kingdom.

Strength: No fear. Immune to any negative psychological effects.

The Heavy Infantry are picked at a young age (some say abducted) from Northern villages to breed strong men with a lust for killing. They like nothing more than a headlong charge into enemy ranks.

Maybe, I may need some other stuff first to finish existing factions. Including Brickarms stuff. I'd probably have to find them cheap in a Bricklink store during my next purchase or something. At one point though, there have to be ninjas

Pilots Mo: 4" Sk: 1d6 Ar: 5- Chainsaws UR: 3 Da: 1d6+3- Binoculars Allows friendly troops within 10" radius to reaction fire on targets inside the pilot's LoS, even if they are out of the reacting allies' LoS. (Allies however still need to be in range.) No use cost. Gives +1 to skill when trying to detect enemies.

Officers (Stats and abilities vary by rank)- Stun blasters Ra: 6" UR: 3 Da: 1d6+1 May be set to stun to deal 1d6 MOM. If an enemy is knocked over, it is stunned for an entire round.- Vibrosabres UR: 2 Da: 1d6+1- Comlink Allows the commander to transfer his action to any friendly unit on the map. Target of the transferred action should be within the commander's LoS.

2. Commandos

Commander Mo: 5" Sk: 1d6+2 Ar: 7- Nova claymore UR: 5 Da: 3d6 May parry anything.- Binoculars Allows friendly troops within 10" radius to reaction fire on targets inside the pilot's LoS, even if they are out of the reacting allies' LoS. (Allies however still need to be in range.) No use cost. Gives +1 to skill when trying to detect enemies.- Comlink Allows the commander to transfer his action to any friendly unit on the map. Target of the transferred action should be within the commander's LoS.

*Headshot: adds 1 damage to the sniper rifle at the cost of +1 UR.*Stealth: allows the assassin to Hide. When hidden, cannot be attacked. No use cost. Enemies have to use their action to detect him. Skill is rolled vs. skill. On a tie, the sniper is revealed. Enemies within 5" automatically spot the sniper (unless he's in cover).

Hmm, they're probably the best I can do with the parts I currently have. I like the general bulkiness and the contrast with the troops' armour. I also like big guns At any rate I'm glad you like the troops. They're no longer Falx hybrids, either (except for the commanders).

BasisBody Ar: 5 5 SP- Warp Shield Generator: Creates a banner impenetrable to damage around the command centre when attacked. It could also use this to protect allied ships from ground cannons, but in close proximity, against ships, it's only able to defend itself. Ra: 1d6" UR: 4 Effect: creates impenetrable 1x4 barrier in midair that lasts one round. Cannot be cast as reaction.Repair bay: May restore 1 SP in 2 turns of time to a docked ship. Takes engineer's action.

Rednecks Mo: 5" Sk: 1d6 Ar: 5- Heavy rifles Ra: 10" UR: 3 Da: 1d6+1* They took our jobs! - If the Rednecks are convinced the enemy is somehow related to their unemployment, they will gain +1 skill and damage against that unit.